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1、柔光
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shader
//柔光 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 blendColor = texture2D(U_SubTexture, M_coord); vec4 baseColor = texture2D(U_MainTexture, M_coord); gl_FragColor = 2.0 * blendColor * baseColor + baseColor * baseColor - 2.0 * baseColor * baseColor * blendColor; }
效果图
2、强光
shader
//强光 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 blendColor = texture2D(U_SubTexture, M_coord); vec4 baseColor = texture2D(U_MainTexture, M_coord); vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); float luminance = dot(blendColor.rgb, lumCoeff); if (luminance < 0.45) { gl_FragColor = 2.0 * blendColor * baseColor; } else if (luminance > 0.55) { gl_FragColor = vec4(1.0) - 2.0 * (vec4(1.0) - baseColor) * (vec4(1.0) - blendColor); } else { vec4 color1 = 2.0 * blendColor * baseColor;; vec4 color2 = vec4(1.0) - 2.0 * (vec4(1.0) - baseColor) * (vec4(1.0) - blendColor); gl_FragColor = mix(color1, color2, (luminance -0.45) * 10.0); } }
效果图
3、叠加
shader
//叠加 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 blendColor = texture2D(U_SubTexture, M_coord); vec4 baseColor = texture2D(U_MainTexture, M_coord); vec3 lumCoeff = vec3(0.2125, 0.7154, 0.0721); float luminance = dot(baseColor.rgb, lumCoeff); if (luminance < 0.45) { gl_FragColor = 2.0 * blendColor * baseColor; } else if (luminance > 0.55) { gl_FragColor = vec4(1.0) - 2.0 * (vec4(1.0) - baseColor) * (vec4(1.0) - blendColor); } else { vec4 color1 = 2.0 * blendColor * baseColor;; vec4 color2 = vec4(1.0) - 2.0 * (vec4(1.0) - baseColor) * (vec4(1.0) - blendColor); gl_FragColor = mix(color1, color2, (luminance -0.45) * 10.0); } }
效果图